Texture cues on 3D objects are key to compelling visual representations, with the possibility to create high visual fidelity with inherent spatial consistency across different views. Since the availability of textured 3D shapes remains very limited, learning a 3D-supervised data-driven method that predicts a texture based on the 3D input is very challenging. We thus propose Texturify, a GAN-based method that leverages a 3D shape dataset of an object class and learns to reproduce the distribution of appearances observed in real images by generating high-quality textures. In particular, our method does not require any 3D color supervision or correspondence between shape geometry and images to learn the texturing of 3D objects. Texturify operates directly on the surface of the 3D objects by introducing face convolutional operators on a hierarchical 4-RoSy parametrization to generate plausible object-specific textures. Employing differentiable rendering and adversarial losses that critique individual views and consistency across views, we effectively learn the high-quality surface texturing distribution from real-world images. Experiments on car and chair shape collections show that our approach outperforms state of the art by an average of 22% in FID score.
Recently, talking-face video generation has received considerable attention. So far most methods generate results with neutral expressions or expressions that are implicitly determined by neural networks in an uncontrollable way. In this paper, we propose a method to generate talking-face videos with continuously controllable expressions in real-time. Our method is based on an important observation: In contrast to facial geometry of moderate resolution, most expression information lies in textures. Then we make use of neural textures to generate high-quality talking face videos and design a no…
In this paper, we present TEXTure, a novel method for text-guided generation, editing, and transfer of textures for 3D shapes. Leveraging a pretrained depth-to-image diffusion model, TEXTure applies an iterative scheme that paints a 3D model from different viewpoints. Yet, while depth-to-image models can create plausible textures from a single viewpoint, the stochastic nature of the generation process can cause many inconsistencies when texturing an entire 3D object. To tackle these problems, we dynamically define a trimap partitioning of the rendered image into three progression states, and p…
College of Computing and Data Science, Nanyang Technological University(南洋理工大学计算与数据科学学院);Alibaba-NTU Singapore Joint Research Institute, Nanyang Technological University(阿里巴巴-南洋理工大学新加坡联合研究院);The Hong Kong University of Science and Technology (Guangzhou)(香港科技大学(广州))
We provide a new model for texture synthesis based on a multiscale, multilayer feature extractor. Within the model, textures are represented by a set of statistics computed from ReLU wavelet coefficients at different layers, scales and orientations. A new image is synthesized by matching the target statistics via an iterative projection algorithm. We explain the necessity of the different types of pre-defined wavelet filters used in our model and the advantages of multilayer structures for image synthesis. We demonstrate the power of our model by generating samples of high quality textures and…
University of Science and Technology of China(中国科学技术大学);Huawei Technologies Co Ltd(华为技术有限公司)
Given an incomplete image without additional constraint, image inpainting natively allows for multiple solutions as long as they appear plausible. Recently, multiplesolution inpainting methods have been proposed and shown the potential of generating diverse results. However, these methods have difficulty in ensuring the quality of each solution, e.g. they produce distorted structure and/or blurry texture. We propose a two-stage model for diverse inpainting, where the first stage generates multiple coarse results each of which has a different structure, and the second stage refines each coarse …
Technical University of Munich(慕尼黑工业大学);Snap Research(Snap研究院)
We present Text2Tex, a novel method for generating high-quality textures for 3D meshes from the given text prompts. Our method incorporates inpainting into a pre-trained depth-aware image diffusion model to progressively synthesize high resolution partial textures from multiple viewpoints. To avoid accumulating inconsistent and stretched artifacts across views, we dynamically segment the rendered view into a generation mask, which represents the generation status of each visible texel. This partitioned view representation guides the depth-aware inpainting model to generate and update partial t…
Recent advances in differentiable rendering have sparked an interest in learning generative models of textured 3D meshes from image collections. These models natively disentangle pose and appearance, enable downstream applications in computer graphics, and improve the ability of generative models to understand the concept of image formation. Although there has been prior work on learning such models from collections of 2D images, these approaches require a delicate pose estimation step that exploits annotated keypoints, thereby restricting their applicability to a few specific datasets. In thi…
Programmable-Room: Interactive Textured 3D Room Meshes Generation Empowered by Large Language Models
Department of Electronic Engineering, Sogang University(电子工程系,ソガン大学);Department of Electrical and Electronics Engineering, Pusan National University(电气电子工程系,釜山国立大学)
Over the last few years, the performance of inpainting to fill missing regions has shown significant improvements by using deep neural networks. Most of inpainting work create a visually plausible structure and texture, however, due to them often generating a blurry result, final outcomes appear unrealistic and make feel heterogeneity. In order to solve this problem, the existing methods have used a patch based solution with deep neural network, however, these methods also cannot transfer the texture properly. Motivated by these observation, we propose a patch based method. Texture Transform A…
University of Bath(巴斯大学);Brown University(布朗大学);Adobe Research(奥多比研究院);UNIST(蔚山科学技术院)
We present an algorithm to generate diverse foreground objects and composite them into background images using a GAN architecture. Given an object class, a user-provided bounding box, and a background image, we first use a mask generator to create an object shape, and then use a texture generator to fill the mask such that the texture integrates with the background. By separating the problem of object insertion into these two stages, we show that our model allows us to improve the realism of diverse object generation that also agrees with the provided background image. Our results on the chall…
Ecole Centrale de Lyon(里昂中央理工学院);Beihang University(北京航空航天大学)
Although much progress has been made recently in 3D face reconstruction, most previous work has been devoted to predicting accurate and fine-grained 3D shapes. In contrast, relatively little work has focused on generating high-fidelity face textures. Compared with the prosperity of photo-realistic 2D face image generation, high-fidelity 3D face texture generation has yet to be studied. In this paper, we proposed a novel UV map generation model that predicts the UV map from a single face image. The model consists of a UV sampler and a UV generator. By selectively sampling the input face image's…
Generating realistic 3D faces is of high importance for computer graphics and computer vision applications. Generally, research on 3D face generation revolves around linear statistical models of the facial surface. Nevertheless, these models cannot represent faithfully either the facial texture or the normals of the face, which are very crucial for photo-realistic face synthesis. Recently, it was demonstrated that Generative Adversarial Networks (GANs) can be used for generating high-quality textures of faces. Nevertheless, the generation process either omits the geometry and normals, or indep…
Wangxuan Institute of Computer Technology, Peking University(北京大学王选计算机研究所)
Automatic generation of artistic glyph images is a challenging task that attracts many research interests. Previous methods either are specifically designed for shape synthesis or focus on texture transfer. In this paper, we propose a novel model, AGIS-Net, to transfer both shape and texture styles in one-stage with only a few stylized samples. To achieve this goal, we first disentangle the representations for content and style by using two encoders, ensuring the multi-content and multi-style generation. Then we utilize two collaboratively working decoders to generate the glyph shape image and…
The University of Arizona(亚利桑那大学);Areté Associates(阿雷蒂联合公司)
Novel photo-realistic texture synthesis is an important task for generating novel scenes, including asset generation for 3D simulations. However, to date, these methods predominantly generate textured objects in 2D space. If we rely on 2D object generation, then we need to make a computationally expensive forward pass each time we change the camera viewpoint or lighting. Recent work that can generate textures in 3D requires 3D component segmentation that is expensive to acquire. In this work, we present a novel conditional generative architecture that we call a graph generative adversarial net…
DoubleDiffusion: Combining Heat Diffusion with Denoising Diffusion for Texture Generation on 3D Meshes
The Australian National University(澳大利亚国立大学);Tencent XR Lab(腾讯XR实验室);King Abdullah University of Science and Technology(阿卜杜拉国王科技大学);Monash University(莫纳什大学)
Recent GAN-based (Generative adversarial networks) inpainting methods show remarkable improvements and generate plausible images using multi-stage networks or Contextual Attention Modules (CAM). However, these techniques increase the model complexity limiting their application in low-resource environments. Furthermore, they fail in generating high-resolution images with realistic texture details due to the GAN stability problem. Motivated by these observations, we propose a multi-GAN architecture improving both the performance and rendering efficiency. Our training schema optimizes the paramet…
Image inpainting has achieved great advances by simultaneously leveraging image structure and texture features. However, due to lack of effective multi-feature fusion techniques, existing image inpainting methods still show limited improvement. In this paper, we design a deep multi-feature co-learning network for image inpainting, which includes Soft-gating Dual Feature Fusion (SDFF) and Bilateral Propagation Feature Aggregation (BPFA) modules. To be specific, we first use two branches to learn structure features and texture features separately. Then the proposed SDFF module integrates structu…
In this paper, we focus on person image generation, namely, generating person image under various conditions, e.g., corrupted texture or different pose. To address texture occlusion and large pose misalignment in this task, previous works just use the corresponding region's style to infer the occluded area and rely on point-wise alignment to reorganize the context texture information, lacking the ability to globally correlate the region-wise style codes and preserve the local structure of the source. To tackle these problems, we present a GLocal framework to improve the occlusion-aware texture…
University of Science and Technology of China(中国科学技术大学);Nanyang Technological University(南洋理工大学);Monash University(蒙纳士大学)
The problem of deforming an artist-drawn caricature according to a given normal face expression is of interest in applications such as social media, animation and entertainment. This paper presents a solution to the problem, with an emphasis on enhancing the ability to create desired expressions and meanwhile preserve the identity exaggeration style of the caricature, which imposes challenges due to the complicated nature of caricatures. The key of our solution is a novel method to model caricature expression, which extends traditional 3DMM representation to caricature domain. The method consi…
Recent advances in deep generative models have demonstrated impressive results in photo-realistic facial image synthesis and editing. Facial expressions are inherently the result of muscle movement. However, existing neural network-based approaches usually only rely on texture generation to edit expressions and largely neglect the motion information. In this work, we propose a novel end-to-end network that disentangles the task of facial editing into two steps: a " "motion-editing" step and a "texture-editing" step. In the "motion-editing" step, we explicitly model facial movement through imag…
FaceRefiner: High-Fidelity Facial Texture Refinement with Differentiable Rendering-based Style Transfer
School of Informatics, Xiamen University(厦门大学信息学院);China Mobile (Hangzhou) Information Technology Co., Ltd.(中国移动(杭州)信息技术有限公司);School of Computing and Data Science, Xiamen University Malaysia(马来西亚厦门大学计算与数据科学学院);Department of Computer Science, City University of Hong Kong(香港城市大学计算机科学系)
NEC Laboratories America(美国NEC实验室);University of Southern California(南加州大学);University of California, San Diego(加州大学圣地亚哥分校)
We address the challenging problem of generating facial attributes using a single image in an unconstrained pose. In contrast to prior works that largely consider generation on 2D near-frontal images, we propose a GAN-based framework to generate attributes directly on a dense 3D representation given by UV texture and position maps, resulting in photorealistic, geometrically-consistent and identity-preserving outputs. Starting from a self-occluded UV texture map obtained by applying an off-the-shelf 3D reconstruction method, we propose two novel components. First, a texture completion generativ…
Peking University(北京大学);Peking University Shenzhen Graduate School(北京大学深圳研究生院);Peng Cheng Laboratory(鹏城实验室);City University of Hong Kong(香港城市大学);Communication University of China(中国传媒大学)
Existing compression methods typically focus on the removal of signal-level redundancies, while the potential and versatility of decomposing visual data into compact conceptual components still lack further study. To this end, we propose a novel conceptual compression framework that encodes visual data into compact structure and texture representations, then decodes in a deep synthesis fashion, aiming to achieve better visual reconstruction quality, flexible content manipulation, and potential support for various vision tasks. In particular, we propose to compress images by a dual-layered mode…
PacTure: Efficient PBR Texture Generation on Packed Views with Visual Autoregressive Models
State Key Laboratory of Multimedia Information Processing, School of Computer Science, Peking University(信息处理国家重点实验室,计算机学院,北京大学);National Engineering Research Center of Visual Technology, School of Computer Science, Peking University(视觉技术国家工程研究中心,计算机学院,北京大学);The Hong Kong University of Science and Technology(香港科技大学);Light Illusions;PKU-AI 2 Robotics Joint Lab of Embodied AI(北京大学人工智能2机器人联合实验室)
The Seoul Institute(首尔研究院);Sandia National Laboratories(桑迪亚国家实验室);University of Hawai’i at Mānoa(夏威夷大学马诺阿分校)
The earth texture with complex morphological geometry and compositions such as shale and carbonate rocks, is typically characterized with sparse field samples because of an expensive and time-consuming characterization process. Accordingly, generating arbitrary large size of the geological texture with similar topological structures at a low computation cost has become one of the key tasks for realistic geomaterial reconstruction. Recently, generative adversarial neural networks (GANs) have demonstrated a potential of synthesizing input textural images and creating equiprobable geomaterial ima…